Arma 3
(SP) War of the Hats
Showing 1-5 of 5 entries
Update: 21 Jul, 2016 @ 6:18am

Improved: Adjusted the way the hats do their team-switching magic so players no longer see waypoints to far away 'fake' squad leaders. (Note: this would only have applied on lower difficulty settings, as waypoints to squad leaders are not shown on higher difficulties.)

Fixed: The 3D editor in Apex doesn't yet support Guard waypoints, which are used extensively in this mission. Luckily the 2D editor still works with them; I was able to re-save the mission using that. If anyone noticed that the enemy didn't move around much since the Apex update this might be why. I have tested it just now (with Apex) and the enemies are moving about fine.

More info about the Guard waypoint bug.[forums.bistudio.com]

Known Bug: Saves are not working properly. This is an Apex issue. It may be related to the "Skip Intro" feature in the launcher, or the command-line argument that does the same. This is a problem with the base game, not the mission, so we'll have to wait for Bohemia to fix.

More info about the save game bug.[forums.bistudio.com]

Update: 21 Jul, 2016 @ 6:16am

Update: 5 Mar, 2016 @ 3:27am

(Private testing.)

Improved: Placement of objectives moved closer to the gang war "hot zones".
Improved: Enemies spawn in earlier and closer at game start such that combat can break out moments after the player leaves the starting house.
Fixed: Player character doesn't call out location of enemy soldiers to himself anymore.

Update: 4 Mar, 2016 @ 3:01am

(Private testing.)

Fixed: The optional objective for killing 50 of each colour gang member was triggering too early.

Update: 4 Mar, 2016 @ 1:47am

Initial release to private testing.